*Shaman:- Fixed an issue that prevented Healing Stream totem from scaling with its respective coefficient.

*Paladin:- Fixed an issue that allowed the Paladin passive Reckoning to grant 1 additional unintended attack- Fixed an issue that allowed Seal of Command to proc multiple times during a single multi-swing attack

*Warlock:- Fixed an issue that allowed Death Coil to be broken by damage

*Mages:- Fixed an issue that would allow Dampen Magic to reduce more damage than intended- Fixed an issue that was causing Arcane Missiles to continue channeling at targets farther than 50 yards.- Fixed an issue with Master of Elements that improperly granted mana from Arcane spell criticals.

*Priests:- Fixed an issue that allowed Priest to cast Prayer of Spirit without spending a talent point in Divine Spirit- Touch of Weakness has it's coefficient corrected on various ranks

*Shadowfang Keep:- Moved some mobs, so you can pull easier- Lupine creatures are now fixed (damage, armor)

*Dire Maul:- Fixed armor of Netherwalker- Netherwalkers will now surely aggro when being summoned- improved King Gordok's meele attacks: There was a problem, preventing him to hit his target sometimes with autoattacks

*Molten Core:- Some trash mobs deal now more damage with melee attacks- Fixed immunities of some trash mobs- Fixed a problem with Garr adds, now exploding properly again

*Naxxramas:- Fixed an issue that eventually would lead to a random pull of trash at Anub'Rekhan- Corpse Scarabs now spawn at more random times and more centered from Crypt Guards

*Stratholme:- Crimson Hammersmith now wields his hammer- Added some texts that are yelled from NPC's in the Undead Side- Fixed the damage of many Crimson NPCs, inside and out of Stratholme (they are now stronger)- Added some mobs and patrols inside Living Side- Fixed damage and immunities of Archivist Galford (now much stronger)- Fixed damage and immunities of Malor the Zealous (now much stronger)- Fixed The Unforgiven encounter (now summons adds, fixed immunities, fixed damage, fixed resistances)- The skelettons, that spawn after Ramstein the Gorger is dead, no longer spawn all at the same time- Installed an extra trap for our beloved plagued critters: players now need to be more centered inside of the tunnel to trigger the trap, less likely to trigger if players are farer away- Fixed stats of Timmy the Cruel (armor, walkingspeed, damage,...) and added a missing ability that will make him even more stronger!- Fixed (blue) loot of Timmy the Cruel: now dropping correct items- Fixed, so Magistrate Barthilas decides to run away - or not - in the correct situation. - Fixed a door, that didnt require the Key to the City yet- Fixed a group of Ghostly Citizen, that didnt work correct- Fixed hostage countdown beginning to early- Added the shout of Baron Rivendare to indicate the 45 minutes countdown have started

*LBRS:- Fixed movementspeed of Smolderthorn trolls

*UBRS:- Father Flame event "Trigger" is now invisible- Rookery Whelps will now aggro when they pop out of their eggs

*AQ40:- Spawns of Fankriss (worms) now spawn more randomly in their number, the random function will work more reliable than the previous one- Spawns of Fankriss (ye still the worms) now have their time of appearance also changed, the span of when Fankriss the Unyielding summons them got adjusted- Spawns of Fankriss will now instantly aggro as soon as they summoned, this sometimes didnt work immediatly- improved C'thuns' capability of hitting players in the outer corridors of his room

*Misc:- Shadow Bolt (when used by items) has its coefficient corrected- Fixed buff stacking, this will affect the most commonly used buffs (thanks especially to our dedicated testers who invested a lot of work into this!)- Fixed an NPC summoning too many Voidwalker adds- Murloc Hunter and Scarlet Hunters do no longer summon a massive amount of adds- improvements to guard spawn in Cenarion Hold- Fixed loot table distance grey-out issue with Twins and Gluth and etc.- Custom emotes will no longer be visible to the opposing faction- Fixed an issue that was causing unintentional fast trash respawning in instances- Fixed stop movement on dead creatures properly.- Some AI adjustments by erga- Alliance Battlemasters in Ironforge now have their respawn time set equal to horde- Players can no longer take all paths of brood of nozdormu up to revered, just one

I would like to know where you guys got the idea that consumables didn't stacked in vanilla. Maybe you are getting mistaken by TBC changes. Just asking for clarification on this topic since i think it is erroneous.

I would like to know where you guys got the idea that consumables didn't stacked in vanilla. Maybe you are getting mistaken by TBC changes. Just asking for clarification on this topic since i think it is erroneous.

Community discussion of the last year. Its all profoundly reported. If you have found something that doesn't work as supposed to, feel free to report.

Mage Arcane intellect cancels out any intellect potion. A player buff and a potion buff are allowed. The potion should be exclusive of one type of intellect potion....not just anything granting intellect.

Mage Arcane intellect cancels out any intellect potion. A player buff and a potion buff are allowed. The potion should be exclusive of one type of intellect potion....not just anything granting intellect.

If you believe that to be true, make a bug report about it. With proof.

Could you please explain what does it mean that "fixed issue with stacking of buffs".Being mage in raid i buff myself with arc intellect. I use supreme flask, mageblood potion, elixir of the sages, elixir of arcane intellect, elixir of grrater firepower and brilliant wizard oil on weap. What has changed aftr this update? Thanks for explanation

Could you please explain what does it mean that "fixed issue with stacking of buffs".Being mage in raid i buff myself with arc intellect. I use supreme flask, mageblood potion, elixir of the sages, elixir of arcane intellect, elixir of grrater firepower and brilliant wizard oil on weap. What has changed aftr this update? Thanks for explanation

Intellect and sages are no good anymore if you already got divine spirit and arcane intellect.

I'm sorry but wasn't the all-boss spell resistances implemented because the cons used to stack and give us too much benefit? Now that cons stacking is fixed, why not null the resistances again? The resistances work somewhat fine for people that have cleared AQ40, but for all the others, the ,, easier " raid instances are still a damn hard task to do with all those spell resistances, not taking into note that Zul'Gurub and Ahn'Qiraj bosses also have their resistances raised, where most people raid them in order to get geared.